your frigate
ah, ok. that explains the guns and torps.
What is the point of this comment? Its an arcadish game no doubt, this isnt a simulation. What is it you dont like? Too quick? Too unrealistic?
that the gameplay right now has no naval combat feel to it. you might as well be shooting bunnies with flowers or something.
it doesn't really strike me as arcade-ish per-se, unless you want to go that route. like many (most? all?) games, it could be fall at either end of the "arcade vs simulation" scale, depending on implementation.
yes, i feel its a bit too quick, at least at first. and definitely too unrealistic - might as well be bunnies and flowers. i also personally feel that's a bit of a shame, as the game could potentially be a rather cool ww2 naval combat pirate game.
you might want to consider two game play modes: arcade and simulation, with different rates and scales for the two. one time i did a game where a single #def in the source generated one of two different games, one a full tilt real time war game, and the second an arcade game with stages and levels. the last level of the arcade game was the first level of the war game. you may have one engine that could be used for both an arcade, and a simulation game. something like that might benefit from a heavy emphasis on data driven design. make the title screen and everything else necessary data driven, and one .exe could produce two games using different data sets. perhaps more than two, with different games featuring different regions, factions, units, and time periods. sort of like the total war series.
for arcade combat, what you have right now is just fine, speed, aiming, rate of fire, etc, all just fine. you could change it to bunnies and flowers and it would still work, so the basic arcade combat mechanics are sound..
if i were you. ii'd make an arcade version for casual gamers who don't know any better, and a realistic version for hard core gamers, so you cover the entire potential user base and don't leave any dollars on the table.
WW2 naval combat tends to appeal more to hard core than casual players. but arcade tends to appeal more to casual than hard core players, so a game with a hard core theme but casual game play may end up pleasing very few players. casual players won't consider it given the hard core theme: "its a war game! i have to think! i don't want to think! i just want to shoot stuff !", and hard core players will detest the arcade combat as overly simplistic, unrealistic, and child-like: "Gimme a f'ing break! this dude definitely don't know sh*t about naval combat!". This is why its so hard to write one title that appeals to both ends of the spectrum and all points in between. A given setting and type of game can be done casual or hard core.or something in-between. multiple play modes or multiple titles seems to be the way to reach everyone - casual and hardcore alike - for a given game idea.
the real trick is to make it realistic / believable enough for the hard core player, but accessible enough for the casual player. That's what i've striven for with Caveman. My problem there is that it appeals to non-gamers, not just casual gamers, due to the unique setting (i guess). folks who don't even know what "click to continue" means, where the ESC key is (or that there even is one!), and have never even seen a character creation screen.